Xd the great Posted June 28, 2018 Share Posted June 28, 2018 On 6/17/2018 at 7:17 AM, Tonas1997 said: Anyone knows if there's a fix for the Tweakscale/RealFuels compatibility problems for 1.3.1? Resizing an engine will, sometimes, change its mass to a negative number, causing the craft to either float on the launchpad or be broken apart. Apparently, it's a well known bug (and there are a few issues on GitHub that mention it), but I haven't found any patches that fix it... Have you checked the .cfg file for bugs? Pure guess, I use ksp v 1.4.3 Nice mod by the way. Finally be able to do something real kerbal style. Will you make the mod able to rescale parts to larger sizes or rescale multiple parts at once? Link to comment Share on other sites More sharing options...
Tonas1997 Posted June 28, 2018 Share Posted June 28, 2018 1 hour ago, Xd the great said: Have you checked the .cfg file for bugs? Pure guess, I use ksp v 1.4.3 Nice mod by the way. Finally be able to do something real kerbal style. Will you make the mod able to rescale parts to larger sizes or rescale multiple parts at once? I already fixed the problem (and by "I" I mean a forum user on the RealFuels thread) by disabling mass scaling on RF's side. Link to comment Share on other sites More sharing options...
TeslaPenguin1 Posted July 25, 2018 Share Posted July 25, 2018 (edited) Could you make an update so it works with MH? (I just like the engines but want to use them in a smaller size) Edited July 25, 2018 by TeslaPenguin1 Link to comment Share on other sites More sharing options...
captainb Posted July 26, 2018 Share Posted July 26, 2018 Hi I'm trying to use this mod with Nebula Decals. I'd like to rescale the decals without increasing the mass. I'd like to keep the other parts re-scaling behavior unaffected. Any ideas? Link to comment Share on other sites More sharing options...
linuxgurugamer Posted July 29, 2018 Share Posted July 29, 2018 @pellinor I noticed that all the included scale types which have scaleFactors corresponding to stock sizes don't have the 1.875 size. Are you planning on adding that anytime soon? Link to comment Share on other sites More sharing options...
pellinor Posted August 1, 2018 Author Share Posted August 1, 2018 On 7/29/2018 at 4:39 PM, linuxgurugamer said: @pellinor I noticed that all the included scale types which have scaleFactors corresponding to stock sizes don't have the 1.875 size. Are you planning on adding that anytime soon? Yes, I guess that makes sense now that 1.875 has become a stock size. On 7/26/2018 at 4:53 AM, captainb said: Hi I'm trying to use this mod with Nebula Decals. I'd like to rescale the decals without increasing the mass. I'd like to keep the other parts re-scaling behavior unaffected. Any ideas? @PART[...] { %MODULE[TweakScale] { type = ... defaultScale = ... TWEAKSCALEEXPONENTS { mass = 0 } } } A patch like this should do the trick. Of course it also means that the mass does not decrease for a smaller part. Link to comment Share on other sites More sharing options...
linuxgurugamer Posted August 1, 2018 Share Posted August 1, 2018 1 hour ago, pellinor said: A patch like this should do the trick. Of course it also means that the mass does not decrease for a smaller part. The mass is 0.001 already Link to comment Share on other sites More sharing options...
captainb Posted August 2, 2018 Share Posted August 2, 2018 5 hours ago, pellinor said: Yes, I guess that makes sense now that 1.875 has become a stock size. @PART[...] { %MODULE[TweakScale] { type = ... defaultScale = ... TWEAKSCALEEXPONENTS { mass = 0 } } } A patch like this should do the trick. Of course it also means that the mass does not decrease for a smaller part. 4 hours ago, linuxgurugamer said: The mass is 0.001 already I've updated to the latest version with the MM patch. Seems to solve my problem, thanks @linuxgurugamer! Link to comment Share on other sites More sharing options...
linuxgurugamer Posted August 2, 2018 Share Posted August 2, 2018 6 hours ago, captainb said: I've updated to the latest version with the MM patch. Seems to solve my problem, thanks @linuxgurugamer! Your welcome Link to comment Share on other sites More sharing options...
fg45de Posted September 2, 2018 Share Posted September 2, 2018 Hey, i have little problem with a resized Drill-o-Matic and Convert-o-Tron. It seems they don't cool down even with a bunch of radiators. Is there a workaround for this? Link to comment Share on other sites More sharing options...
raxo2222 Posted September 10, 2018 Share Posted September 10, 2018 Rescaleable docking parts would be very nice. Link to comment Share on other sites More sharing options...
Tyko Posted September 10, 2018 Share Posted September 10, 2018 7 hours ago, raxo2222 said: Rescaleable docking parts would be very nice. This would be tough because there's code in the config that tells the game what size the docking port is. If you just resized a 1.25m to another size the game would still think it's supposed to attach to a 1.25m port Link to comment Share on other sites More sharing options...
raxo2222 Posted September 10, 2018 Share Posted September 10, 2018 10 minutes ago, Tyko said: This would be tough because there's code in the config that tells the game what size the docking port is. If you just resized a 1.25m to another size the game would still think it's supposed to attach to a 1.25m port What are mods with bigger docking parts? Link to comment Share on other sites More sharing options...
Tyko Posted September 10, 2018 Share Posted September 10, 2018 Just now, raxo2222 said: What are mods with bigger docking parts? Link to comment Share on other sites More sharing options...
Gordon Dry Posted September 24, 2018 Share Posted September 24, 2018 @Lisias what is this? 1.https://github.com/net-lisias-kspu/TweakScale/releases/tag/RELEASE%2F2.3.12.1 in there it says Quote Added hard dependency for KSP API Extensions/L. 2. So, KSP API Extensions/L. The master repo only includes MiniAVC inside the GameData folder, there is no release available ... So what is this? Unfinished project? Link to comment Share on other sites More sharing options...
Lisias Posted September 24, 2018 Share Posted September 24, 2018 1 hour ago, Gordon Dry said: @Lisias what is this? It's pretty clear it's a fork from a project, IMHO. (couldn't help myself. hehehe) 1 hour ago, Gordon Dry said: So, KSP API Extensions/L. The master repo only includes MiniAVC inside the GameData folder, there is no release available ... So what is this? Unfinished project? Nops. A Working in Progress project. Feel free to clone, build and install it manually if you want (you will need to configure a CONFIG.INC file on the parent's directory to set the bash environment variables if you want to use my scripts) - but keep in mind that it is still Alpha : lots of things can change or break at any time. I just double-checked my local copy, and everything is sync'ed to the github's repo, so you should be fine if you try it. Keep in mind, also, that the following rules apply on every "kspu" project of mine:http://ksp.lisias.net/add-ons/Unofficial-Initiative Link to comment Share on other sites More sharing options...
Lisias Posted September 30, 2018 Share Posted September 30, 2018 On 9/24/2018 at 11:12 AM, Gordon Dry said: So, KSP API Extensions/L. There's a proper (new) release available just now. https://github.com/net-lisias-ksp/KSPAPIExtensions/releases Link to comment Share on other sites More sharing options...
Tyko Posted October 1, 2018 Share Posted October 1, 2018 (edited) @Lisias & @pellinor I have a defaultscale.cfg that adds 1.875 along with .938, and 3.125 scales to it. The eleviates the need to add custom scalefactors for 1.875m parts like all the MH parts. I also added a few other increments to surface, free and free_square that I use frequently: .25, .75 and 1.5 You're welcome to use it if you'd like. Spoiler // ** Example for a discrete scaletype ** // SCALETYPE //{ // name = exampleDiscrete // freeScale = false // defaultScale = 1.25 // scaleFactors = 0.625, 1.25, 2.5, 3.75, 5.0, 6.25, 7.5 // scaleNames = 62.5cm, 1.25m, 2.5m, 3.75m, 5m, 6.25m, 7.5m //} SCALETYPE { name = stack freeScale = true defaultScale = 1.25 suffix = m scaleFactors = 0.1, 0.3125, 0.625, 0.9375, 1.25, 1.875, 2.5, 3.125, 3.75, 5.0, 7.5, 10, 20 incrementSlide = 0.01, 0.025, 0.025, 0.025, 0.025, 0.025, 0.05, 0.05, 0.05, 0.1, 0.1, 0.2 } SCALETYPE { name = stack_square freeScale = true defaultScale = 1.25 suffix = m scaleFactors = 0.1, 0.3125, 0.625, 0.9375, 1.25, 1.875, 2.5, 3.125, 3.75, 5.0, 7.5, 10, 20 incrementSlide = 0.01, 0.025, 0.025, 0.025, 0.025, 0.025, 0.05, 0.05, 0.05, 0.1, 0.1, 0.2 TWEAKSCALEEXPONENTS { mass = 2 } } SCALETYPE { name = surface freeScale = true defaultScale = 1 scaleFactors = 0.1, 0.25, 0.5, 0.75, 1, 1.5, 2, 4 incrementSlide = 0.01, 0.01, 0.01, 0.02, 0.02, 0.02, 0.05 suffix = } SCALETYPE { name = free freeScale = true defaultScale = 100 suffix = % scaleFactors = 10, 25, 50, 75, 100, 150, 200, 400 incrementSlide = 1, 1, 1, 2, 2, 2, 5 } SCALETYPE { name = free_square freeScale = true defaultScale = 100 suffix = % scaleFactors = 10, 25, 50, 75, 100, 150, 200, 400 incrementSlide = 1, 1, 1, 2, 2, 2, 5 TWEAKSCALEEXPONENTS { mass = 2 } } SCALETYPE { name = adapter_2_1 freeScale = true minScale = 0.1 maxScale = 10 incrementLarge = 1.25 incrementSmall = 0.625 incrementSlide = 0.025 suffix = m defaultScale = 1.25 // scaleFactors = 1.25, 2.5, 5.0, 7.5 // scaleNames = 1.25m to 62.5cm, 2.5m to 1.25m, 5m to 2.5m, 7.5m to 3.75m // ATTACHNODES // { // base = 2 // top = Stack:1 // bottom = Stack:2 // bottom01 = Stack:2 // bottom02 = Stack:2 // } } SCALETYPE { name = adapter_1_2 freeScale = true minScale = 0.1 maxScale = 10 defaultScale = 1.25 incrementLarge = 1.25 incrementSmall = 0.625 incrementSlide = 0.025 suffix = m // scaleFactors = 1.25, 2.5, 5.0, 7.5 // scaleNames = 62.5cm to 1.25m, 1.25m to 2.5m, 2.5m to 5m, 3.75m to 7.5m // ATTACHNODES // { // base = 2 // top = Stack:2 // bottom = Stack:1 // bottom01 = Stack:1 // bottom02 = Stack:1 // bottom03 = Stack:1 // bottom04 = Stack:1 // } } SCALETYPE { name = adapter_4_1 freeScale = true minScale = 0.1 maxScale = 10 defaultScale = 2.5 incrementLarge = 1.25 incrementSmall = 0.625 incrementSlide = 0.025 suffix = m // scaleFactors = 2.5, 5.0 // scaleNames = 2.5m to 62.5cm, 5m to 1.25m // ATTACHNODES // { // base = 4 // top = Stack:1 // bottom = Stack:4 // } } SCALETYPE { name = adapter_3_2 freeScale = true minScale = 0.1 maxScale = 10 defaultScale = 3.75 incrementLarge = 1.25 incrementSmall = 0.625 incrementSlide = 0.025 suffix = m // scaleFactors = 3.75, 7.5 // scaleNames = 3.75m to 2.5m, 7.5m to 5m // ATTACHNODES // { // base = 3 // top = Stack:2 // bottom = Stack:3 // } } SCALETYPE { name = adapter_3_1 freeScale = true minScale = 0.1 maxScale = 10 defaultScale = 3.75 incrementLarge = 1.25 incrementSmall = 0.625 incrementSlide = 0.025 suffix = m // scaleFactors = 3.75, 7.5 // scaleNames = 3.75m to 1.25m, 7.5m to 2.5m // ATTACHNODES // { // base = 3 // top = Stack:1 // bottom = Stack:3 // } } SCALETYPE { name = adapter_4_3 freeScale = true minScale = 0.1 maxScale = 10 defaultScale = 5.0 incrementLarge = 1.25 incrementSmall = 0.625 incrementSlide = 0.025 suffix = m // scaleFactors = 5.0 // scaleNames = 5m to 3.75m // ATTACHNODES // { // base = 4 // top = Stack:3 // bottom = Stack:4 // } } Edited October 1, 2018 by Tyko Link to comment Share on other sites More sharing options...
Tyko Posted October 4, 2018 Share Posted October 4, 2018 (edited) Can I write my changes above as a MM config that changes the basic TweakScale versions? I'm imagining something like this: @SCALETYPE[stack]:AFTER[TweakScale]{ freeScale = true defaultScale = 1.25 suffix = m @scaleFactors = 0.1, 0.3125, 0.625, 0.9375, 1.25, 1.875, 2.5, 3.125, 3.75, 5.0, 7.5, 10, 20 @incrementSlide = 0.01, 0.025, 0.025, 0.025, 0.025, 0.025, 0.05, 0.05, 0.05, 0.1, 0.1, 0.2} Would this work? Is my syntax correct? Thanks! Edited October 4, 2018 by Tyko Link to comment Share on other sites More sharing options...
Tricky14 Posted October 7, 2018 Share Posted October 7, 2018 (edited) Are there any known issues between Tweakscale and FAR's adjustable wing weight/structural stength? Some mass figures don't add up at all, they appear to be multiplied by an unrelated factor. Getting different mass readouts just from directly connecting a wing to a root part, for example. Edited October 7, 2018 by Tricky14 Link to comment Share on other sites More sharing options...
Jesusthebird Posted October 9, 2018 Share Posted October 9, 2018 Im having an issue with the rover wheels clipping into the ground and being immobilized. See here. Only happens when i tweakscale em down..any suggestions? Im using the retractable rover wheel. It works fine at stock scale. But once its scaled down..it clips into the ground and runway. Thanks! Link to comment Share on other sites More sharing options...
MikeO89 Posted October 16, 2018 Share Posted October 16, 2018 1.5 is flagging this mod as incompatible. I haven't checked if it still works or not. Link to comment Share on other sites More sharing options...
FreeThinker Posted October 16, 2018 Share Posted October 16, 2018 5 hours ago, MikeO89 said: 1.5 is flagging this mod as incompatible. I haven't checked if it still works or not. @pellinor It probably only need a recompile Link to comment Share on other sites More sharing options...
pellinor Posted October 16, 2018 Author Share Posted October 16, 2018 I have to admit I missed the release, just downloading the game now... Considering the scaletypes, I'm not really sold on adding many intermediate values. 1.875 is a stock scale now, so that one will probably get used a lot. Tbh, I never used any exact intermediate scale other than 1.875m myself. For more exotic scales, everyone knows there is a slider for intermediate values right? So basically we are arguing about the ergonomics of some use cases avoiding the slider versus others having to click the arrows an additional one or two times. Link to comment Share on other sites More sharing options...
pellinor Posted October 16, 2018 Author Share Posted October 16, 2018 Announcement: It is no secret that my more active days in this community are long past, and I am not giving this project the attention it deserves. @Lisias has agreed to take over the development of TweakScale from now on, and I hereby pass the torch to him. Once he has opened his own release thread, this one can be closed. Link to comment Share on other sites More sharing options...
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